Lore: Forged in the shadowed forges beneath the Weeping Spires, the Dark 742 of Anguish is a relic of sorrow, said to have been crafted from the crystallized tears of a forgotten deity who mourned the loss of an entire civilization. This item resonates with the pain of its creator, whispering memories of betrayal and despair to its wearer. It is a common trinket among the tier 1 avatars of Saṃsāra, often found in the hands of those who wander the ruins of old empires or trade in the black markets of the floating cities. The Dark 742 of Anguish is both a tool and a burden, amplifying the user’s capacity to wield dark magic while binding them to the emotional weight of its origins. Many who wear it claim to hear faint cries in their dreams, echoes of lives lost to the whims of cruel fate.
Description: The Dark 742 of Anguish is a small, obsidian pendant shaped like a teardrop, suspended on a thin chain of blackened silver. Its surface is etched with faint, spiraling runes that pulse with a dim, violet glow when dark magic flows through it. The pendant feels unnaturally cold to the touch, and those who hold it for too long report a creeping sense of unease, as if the item is siphoning their warmth. Despite its common rarity, its craftsmanship suggests a purpose beyond mere decoration, hinting at the latent power within. The pendant is worn around the neck, occupying the necklace slot, and its dark magic properties make it a favored tool for those who channel anguish into their spells.
Slot: Necklace
Tags: Dark Magic, Anguish, Common, Tier 1, Roleplay, Magical, Sorrow, Black Magic, Emotional Resonance, Cursed Relic, Shadow Craft, Tear bound, Melancholy, Forbidden Lore
Detail Stats:
- Magic Attunement: +5 Dark Magic potency (increases the effectiveness of dark magic spells by a small margin, suitable for tier 1 avatars).
- Durability: 20 (the pendant is fragile and can be damaged if subjected to physical stress, requiring repair by a skilled artisan).
- Weight: 0.1 lbs (lightweight, barely noticeable when worn).
- Resonance: +3 Emotional Feedback (amplifies the user’s ability to channel emotions like sorrow or despair into their magic, enhancing roleplay interactions).
Passive Magic:
- Echoes of Sorrow: The wearer exudes a subtle aura of melancholy, causing nearby sentient beings (within 10 feet) to feel a faint, inexplicable sadness. This does not affect combat or mechanics but enhances roleplay by making NPCs more likely to open up about their own troubles or tragedies during conversations. The effect is subtle and can be resisted by those with strong willpower.
- Pain’s Memory: The pendant stores fragments of the wearer’s emotional pain, granting +2 to any skill checks involving persuasion or intimidation when the wearer recounts personal or fabricated tales of suffering. This passive draws on the pendant’s connection to anguish, making the wearer’s words carry a haunting weight.
- Darkened Vitality: The wearer’s minor wounds (such as cuts or bruises) heal slightly faster when in dim light or darkness, as the pendant channels dark magic to mend flesh. This provides a narrative benefit, allowing the wearer to recover from superficial injuries overnight without mechanical healing bonuses.
Activable Magic:
- Wail of the Lost (Cooldown: 1 hour): The wearer can activate the pendant by clutching it and focusing on a moment of personal anguish, releasing a low, mournful wail that resonates within a 15-foot radius. All sentient beings within the area must make a mental resistance check (difficulty based on the game master’s discretion). Those who fail feel a wave of despair, reducing their confidence in their next action (e.g., a minor penalty to their next skill check or attack, as determined by the game master). The wearer experiences a brief emotional drain, feeling the weight of their own sorrow for the next minute, which may influence roleplay interactions.
- Shadowed Grasp (Cooldown: 30 minutes): By channeling dark magic through the pendant, the wearer can summon a tendril of shadow that lashes out at a single target within 20 feet. The tendril deals no physical damage but inflicts a fleeting sensation of anguish, causing the target to hesitate (e.g., a minor delay in their next action, such as moving last in a narrative sequence). The tendril dissipates immediately after striking, and the wearer feels a pang of guilt, which may prompt roleplay exploration of their moral boundaries.
- Tears of the Void (Cooldown: 3 hours): The pendant can be activated to conjure a small, illusory pool of dark liquid at the wearer’s feet, visible only to them and one chosen target within 10 feet. The pool reflects a distorted image of a painful memory from either the wearer or the target (chosen by the wearer). This illusion lasts for 1 minute and can be used to unsettle the target or prompt a deeper roleplay conversation, as the target may react to the memory with fear, anger, or sorrow. The wearer must confront the same memory, carrying its emotional weight for the next hour, influencing their demeanor in roleplay scenarios.
The Dark 742 of Anguish, a common tier 1 necklace imbued with dark magic, is traded across the diverse markets of Saṃsāra, reflecting the world’s high magic culture and its intricate trade networks. Its association with anguish and dark magic makes it a niche item, appealing to those who embrace sorrow or seek to wield malevolent energies. Below is a detailed description of the types of shops where this pendant might be bought and sold, the methods of transaction, and the associated costs in various settings across Saṃsāra’s 73 island countries, floating cities, underwater settlements, and megacities.
- Black Market Stalls in Floating Cities Location: These stalls are found in the shadowy underdecks of floating cities like Aerithar, where zeppelins and airships dock. Tucked between crates of smuggled goods, vendors operate under flickering magical lanterns in bustling, unregulated markets. Description: Black market stalls are ramshackle setups, often draped in dark cloth to obscure their wares from prying eyes. Vendors, typically robed figures with telepathic abilities, deal in forbidden or morally questionable items, including dark magic trinkets like the Dark 742 of Anguish. Transactions are secretive, conducted in hushed tones or via telepathic exchanges to avoid detection by city enforcers. Barter is common, with buyers offering rare herbs, minor magical components, or information in exchange. How It’s Sold: The pendant is displayed discreetly, often wrapped in velvet or hidden in a locked box. Vendors emphasize its emotional resonance, marketing it to wandering avatars seeking to channel anguish or manipulate others. Buyers must prove their discretion, sometimes sharing a tale of personal sorrow to gain the vendor’s trust. Cost: 50 silver shards (a common currency in Saṃsāra, equivalent to roughly a week’s wages for a laborer). Barter equivalents include 3 vials of shadow essence or a minor enchanted gem. Prices may rise to 60 silver shards during high-demand periods, such as after a major airship race when traders flood the city.
- Occult Trinket Shops in Megacity Slums Location: Found in the sprawling slums of megacities like Obsidian Spire, where skyscrapers loom over crowded streets. These shops are nestled in narrow alleys, accessible only to those who know the right sigils to enter. Description: Occult trinket shops are small, dimly lit establishments filled with shelves of curiosities—bones, runes, and minor magical items. The air is thick with the scent of incense, and the shopkeeper, often an avatar skilled in dark magic, uses the Mind’s Eye to assess customers. These shops cater to low-tier avatars, offering affordable items like the Dark 742 of Anguish to those exploring forbidden arts. How It’s Sold: The pendant is presented on a simple stand, its violet glow catching the eye. Shopkeepers highlight its roleplay potential, describing how it amplifies sorrowful narratives. Transactions are straightforward, using local coinage or trade goods, though shopkeepers may haggle to test a buyer’s resolve. Some shops require a minor magical oath, binding the buyer to secrecy about the purchase. Cost: 45 silver shards, reflecting the lower overhead in slums. Buyers can trade 2 bundles of rare moss or a small enchanted tool for the pendant. Prices may drop to 40 silver shards during slow seasons when foot traffic is low.
- Ruin Scavenger Caravans in Jungle Outposts Location: Mobile caravans roam the jungles of islands like Verdis Isle, stopping at outposts near ancient ruins. These caravans, pulled by steam-powered constructs or griffons, serve adventurers and scavengers exploring forgotten civilizations. Description: Scavenger caravans are vibrant, chaotic markets on wheels, laden with relics unearthed from ruins. The Dark 742 of Anguish is a common find, often recovered from crumbling temples or buried caches. Vendors are rugged avatars, their wares displayed on wooden tables under canvas awnings. Barter is the primary transaction method, as coinage is less common in remote areas. How It’s Sold: The pendant is offered alongside other minor relics, its lore tied to the ruins from which it was salvaged. Vendors spin tales of its origins, claiming it was worn by a long-dead priestess or cursed warrior, appealing to buyers’ sense of adventure. Buyers may need to share a story of their own anguish or prove their worth by aiding the caravan (e.g., fending off a minor monster). Cost: Equivalent of 55 silver shards, typically bartered for 4 units of purified water, 1 enchanted beast hide, or a small steam-powered gadget. Prices fluctuate based on the caravan’s recent hauls; a surplus of relics may lower the cost to 50 silver shards.
- Underwater Bazaar Stalls in Coral Cities Location: Situated in underwater population centers like the Coral Dominion, where bioluminescent coral illuminates bustling bazaars. These stalls are built into reef structures, accessible via magical breathing charms or natural aquatic adaptations. Description: Underwater bazaars are vibrant, with stalls crafted from shells and enchanted seaweed. Vendors, often aquatic avatars, trade in items suited for the high magic environment, including dark magic artifacts like the Dark 742 of Anguish. Transactions blend coinage and barter, with pearls and magical corals as common currency. Telepathy facilitates communication in the water’s muffling depths. How It’s Sold: The pendant is suspended in a glass orb filled with glowing water, its runes shimmering under bioluminescent light. Vendors market it to avatars seeking emotional depth in their magic, emphasizing its ability to evoke anguish in roleplay. Buyers may need to perform a minor ritual, such as offering a drop of their blood to the sea, to finalize the sale. Cost: 60 silver shards or 10 lustrous pearls (a local currency). Barter options include 3 pieces of enchanted coral or a vial of deep-sea ink. Prices may increase to 65 silver shards during festivals when bazaars are crowded with traders.
- Alchemist’s Emporiums in Island Port Cities Location: Found in the bustling port cities of islands like Tradehaven, where ships deliver goods across the endless ocean. These emporiums are grand, multi-story buildings with steam-powered lifts, located near docks for easy access. Description: Alchemist’s emporiums are prestigious shops, their shelves lined with potions, enchanted gear, and minor magical items. The Dark 742 of Anguish is a low-end offering, displayed in a glass case alongside other common trinkets. Shopkeepers, trained in magical theory, cater to a broad clientele, from sailors to visiting nobles. Transactions use standardized coinage, with credit extended to trusted customers. How It’s Sold: The pendant is presented with a written card detailing its properties, appealing to buyers interested in dark magic’s narrative potential. Shopkeepers may demonstrate its glow by channeling a spark of dark magic, inviting buyers to test its emotional resonance. Haggling is rare, but bulk purchases (e.g., buying multiple items) may lower costs. Cost: 48 silver shards, reflecting the emporium’s competitive pricing. Barter is less common but possible with 2 vials of alchemical reagents or a minor steam component. Prices remain stable year-round due to the emporium’s steady supply chains.
The Dark 742 of Anguish, a common tier 1 necklace imbued with dark magic, is a versatile item in the high magic world of Saṃsāra, particularly for avatars emphasizing anguish in roleplay. Its passive and activable magical properties, centered on evoking sorrow and manipulating emotional states, allow it to be used both defensively and offensively in various environments across the 73 island countries, floating cities, underwater settlements, megacities, and uncharted ruins. Below is a detailed exploration of how this pendant is employed in roleplay for defense and offense in distinct environments, focusing on narrative applications and the item’s emotional resonance. Each environment highlights unique ways the pendant’s dark magic manifests, shaped by the setting’s culture, physics, and magical ebb and flow.
1. Jungle Ruins of Verdis Isle
Environment Description: The dense jungles of Verdis Isle are tangled with vines and dotted with crumbling temples from forgotten civilizations. The air hums with latent magic, and monsters—evolved over millennia—lurk in the shadows. Scavenger caravans and adventurers traverse these perilous areas, where sudden ambushes are common, and the Mind’s Eye is vital for survival.
Defensive Roleplay:
- Narrative Context: An avatar wearing the Dark 742 of Anguish is exploring a ruined temple when a pack of shadowstalkers—predatory beasts with telepathic senses—emerges from the undergrowth. The avatar, attuned to anguish, uses the pendant’s Echoes of Sorrow passive to project a subtle aura of melancholy. In roleplay, this aura unsettles the shadowstalkers, who rely on sensing confidence or fear. The beasts hesitate, their telepathic link disrupted by the unfamiliar sorrow, giving the avatar time to retreat or hide behind a moss-covered pillar. The avatar might narrate their own past loss, amplifying the aura’s effect through the Pain’s Memory passive, convincing the shadowstalkers that the avatar is not worth pursuing. This defensive use leans on emotional manipulation, avoiding direct combat in a dangerous environment.
- Mechanics in Roleplay: The avatar’s player describes channeling their character’s grief, perhaps recalling a lost companion, to enhance the Echoes of Sorrow effect. The game master might require a persuasion or emotional resonance check (boosted by the pendant’s +2 to such checks via Pain’s Memory) to determine if the shadowstalkers back off. The Darkened Vitality passive aids recovery, allowing minor scratches from the jungle to heal faster in the dim temple light, reinforcing the avatar’s endurance for narrative survival.
Offensive Roleplay:
- Narrative Context: Confronted by a rival scavenger avatar seeking to claim a temple relic, the wearer activates Wail of the Lost to unleash a mournful cry that echoes through the ruins. In roleplay, the rival is overwhelmed by a wave of despair, their resolve faltering as they recall a personal tragedy. The avatar seizes this moment, narrating how they step forward, their voice laced with sorrow, to intimidate the rival into surrendering the relic. Alternatively, Shadowed Grasp could be used to lash out with a tendril of shadow, causing the rival to hesitate as anguish grips them, allowing the avatar to press the advantage in a verbal or physical confrontation.
- Mechanics in Roleplay: The player describes the Wail of the Lost activation, emphasizing the pendant’s cold pulse against their chest. The game master sets a mental resistance check for the rival, with failure causing a narrative penalty (e.g., hesitating to act). For Shadowed Grasp, the player might roleplay the guilt that follows, questioning their use of dark magic, which adds depth to the encounter. The pendant’s +5 Dark Magic potency enhances these effects, making the offensive magic feel weighty despite its common rarity.
2. Floating City of Aerithar
Environment Description: Aerithar drifts above the endless ocean, a labyrinth of platforms connected by steam-powered bridges and airship docks. The black markets in its underdecks are rife with intrigue, where avatars negotiate deals amidst the roar of zeppelins and the glow of magical circuits. Conflicts here are often social or subtle, with telepathic exchanges and political maneuvering.
Defensive Roleplay:
- Narrative Context: In a crowded black market, an avatar wearing the Dark 742 of Anguish is targeted by a telepathic con artist seeking to manipulate them into a bad trade. The pendant’s Echoes of Sorrow passive creates a melancholic aura, disrupting the con artist’s telepathic probe by flooding it with sorrowful emotions. In roleplay, the avatar might lean into this, recounting a fabricated tale of loss (bolstered by Pain’s Memory) to overwhelm the con artist, who backs off, unnerved by the unexpected emotional weight. The avatar could also use Tears of the Void to conjure an illusory pool reflecting the con artist’s own painful memory, deterring further manipulation by forcing them to confront their past.
- Mechanics in Roleplay: The player narrates the avatar’s somber demeanor, using the +2 persuasion bonus from Pain’s Memory to convince the con artist to leave. For Tears of the Void, the game master might allow a roleplay-driven check to determine the con artist’s reaction, with the pendant’s +3 Emotional Feedback amplifying the illusion’s impact. The Darkened Vitality passive subtly aids the avatar, healing minor bruises from the market’s rough crowds in the underdeck’s dim light.
Offensive Roleplay:
- Narrative Context: During a tense negotiation with a rival trader, the avatar activates Wail of the Lost to unsettle their opponent. The mournful wail reverberates through the market stall, causing the trader to falter as despair clouds their judgment. In roleplay, the avatar capitalizes on this, using sorrowful rhetoric to pressure the trader into offering a better deal. Alternatively, Shadowed Grasp could be used to strike the trader with a tendril of shadow, causing a moment of hesitation that the avatar exploits to dominate the negotiation, perhaps by invoking the trader’s own fears of loss.
- Mechanics in Roleplay: The Wail of the Lost activation requires the player to describe the emotional toll on their avatar, perhaps noting a lingering sadness that shapes their next interaction. The game master might impose a minor penalty on the trader’s next action (e.g., a reduced haggling roll) if they fail a mental resistance check. The +5 Dark Magic potency ensures the wail’s effect is noticeable, while Shadowed Grasp adds a narrative beat where the avatar grapples with the guilt of using dark magic in a social setting.
3. Underwater Coral Dominion
Environment Description: The Coral Dominion is a bioluminescent underwater city built into sprawling reefs, where avatars navigate via magical breathing charms. Bazaars hum with trade, and conflicts often involve ritualistic or magical displays, as physical combat is hindered by water’s resistance. The magical flow here is vibrant, amplifying dark magic’s emotional effects.
Defensive Roleplay:
- Narrative Context: An avatar in a bazaar is challenged by an aquatic avatar accusing them of stealing a pearl. The Echoes of Sorrow passive creates a melancholic aura, diffused through the water, which unsettles the accuser and nearby onlookers. In roleplay, the avatar might share a sorrowful story of their arrival in Saṃsāra, using Pain’s Memory to sway the crowd’s sympathy and defuse the situation. If tensions escalate, Tears of the Void could be activated to show the accuser a haunting memory, prompting them to back down as they grapple with their own anguish, avoiding a ritual duel.
- Mechanics in Roleplay: The player describes the pendant’s glow pulsing in the water, enhancing the Echoes of Sorrow effect. A persuasion check, boosted by +2 from Pain’s Memory, might convince the accuser to relent. For Tears of the Void, the game master could require a roleplay exchange where the avatar and accuser discuss the shared memory, with the pendant’s +3 Emotional Feedback deepening the interaction. Darkened Vitality aids recovery from minor coral scrapes in the dim reef light.
Offensive Roleplay:
- Narrative Context: During a ritual challenge to prove their worth in the bazaar, the avatar uses Wail of the Lost to project a mournful cry that ripples through the water, unsettling their opponent. In roleplay, the avatar describes how the wail evokes their own anguish, intimidating the opponent into conceding the challenge. Alternatively, Shadowed Grasp sends a shadowy tendril through the water, striking the opponent with a pang of sorrow that disrupts their ritual incantation, giving the avatar the upper hand in the display.
- Mechanics in Roleplay: The Wail of the Lost activation is narrated as a haunting soundwave, with the game master setting a mental resistance check for the opponent. Failure might reduce their ritual performance’s effectiveness. The +5 Dark Magic potency enhances the wail’s reach in water, while Shadowed Grasp prompts the player to roleplay the avatar’s guilt, perhaps hesitating before their next action. The +3 Emotional Feedback stat supports the ritual’s emotional intensity.
4. Megacity Slums of Obsidian Spire
Environment Description: The slums of Obsidian Spire are a maze of narrow alleys beneath towering skyscrapers, where avatars scrape by amidst gangs and occult practitioners. Conflicts are gritty, often involving ambushes or social power plays, with steam-powered machinery clanking in the background. Dark magic thrives in these shadowed streets.
Defensive Roleplay:
- Narrative Context: Ambushed by a gang in an alley, the avatar uses Echoes of Sorrow to project a melancholic aura, causing the gang members to hesitate as they sense an unnatural sadness. In roleplay, the avatar might recount a tale of betrayal (via Pain’s Memory) to unnerve the gang, convincing them to seek easier prey. If cornered, Tears of the Void could be activated to show the gang leader a painful memory, prompting them to call off the attack as they grapple with their own sorrow.
- Mechanics in Roleplay: The player describes the pendant’s cold weight, amplifying the Echoes of Sorrow effect. A persuasion or intimidation check, boosted by +2 from Pain’s Memory, might defuse the ambush. For Tears of the Void, the game master might allow a narrative resolution based on the leader’s reaction, with the +3 Emotional Feedback stat enhancing the memory’s impact. Darkened Vitality heals minor cuts from the scuffle in the alley’s darkness.
Offensive Roleplay:
- Narrative Context: Facing a rival occultist in a slum dispute, the avatar activates Wail of the Lost to unleash a cry that echoes off the alley walls, sapping the occultist’s confidence. In roleplay, the avatar uses this moment to assert dominance, weaving a sorrowful narrative to intimidate their foe into backing down. Alternatively, Shadowed Grasp lashes out, striking the occultist with a tendril of shadow that inflicts anguish, causing them to falter in their own dark magic ritual, giving the avatar the upper hand.
- Mechanics in Roleplay: The Wail of the Lost requires the player to narrate the avatar’s emotional drain, shaping their roleplay demeanor. The game master might impose a penalty on the occultist’s next action if they fail a mental resistance check. The +5 Dark Magic potency ensures the wail’s potency in the slums’ magical flow, while Shadowed Grasp adds a narrative beat where the avatar reflects on their actions, deepening the roleplay conflict.
5. Uncharted Island Shore
Environment Description: An uncharted island, newly risen from the ocean, is a wild, untamed environment with shifting magical currents and unknown dangers. Avatars exploring these shores face unpredictable monsters and environmental hazards, relying on their wits and magic to survive. The isolation amplifies emotional roleplay.
Defensive Roleplay:
- Narrative Context: Stranded on the shore and stalked by a spectral beast drawn to fear, the avatar uses Echoes of Sorrow to project a melancholic aura that confuses the beast, which expects terror. In roleplay, the avatar might whisper a sorrowful memory (via Pain’s Memory) to strengthen the aura, causing the beast to retreat into the mist. If the beast persists, Tears of the Void could conjure a memory of loss for the avatar, shared with the beast if it has sentient traits, prompting it to flee as it grapples with unfamiliar anguish.
- Mechanics in Roleplay: The player describes the pendant’s glow flickering in the sea breeze, enhancing Echoes of Sorrow. A persuasion check, boosted by +2 from Pain’s Memory, might drive the beast away. For Tears of the Void, the game master could allow a roleplay-driven resolution, with the +3 Emotional Feedback stat amplifying the memory’s effect. Darkened Vitality heals minor wounds from the island’s jagged rocks in the twilight.
Offensive Roleplay:
- Narrative Context: Encountering a hostile castaway avatar claiming the island’s resources, the wearer activates Wail of the Lost to unleash a cry that reverberates across the shore, unsettling the castaway. In roleplay, the avatar uses this to assert dominance, narrating their own anguish to intimidate the castaway into yielding. Alternatively, Shadowed Grasp sends a shadowy tendril across the sand, striking the castaway with a pang of sorrow that disrupts their aggressive stance, allowing the avatar to negotiate or drive them off.
- Mechanics in Roleplay: The Wail of the Lost activation is narrated as a haunting sound, with the game master setting a mental resistance check for the castaway. Failure might reduce their willingness to fight. The +5 Dark Magic potency enhances the wail’s effect in the island’s wild magic, while Shadowed Grasp prompts the player to roleplay the avatar’s guilt, perhaps hesitating to escalate further. The +3 Emotional Feedback stat supports the emotional intensity of the confrontation.
In each environment, the Dark 742 of Anguish serves as a narrative tool, weaving anguish into defensive and offensive roleplay. Its passive abilities create opportunities for emotional manipulation, while its activable magics provide dramatic moments that shape interactions, all tailored to the unique challenges and magical flows of Saṃsāra’s diverse settings. The pendant’s common rarity ensures accessibility, but its dark magic properties demand that avatars confront the emotional weight of their actions, enriching roleplay with moral and narrative depth.

Perception of Activation: When the Dark 742 of Anguish is activated in the high magic world of Saṃsāra, its dark magic properties manifest through the pendant’s spiraling runes, which pulse with a violet glow, unleashing its activable magics like Wail of the Lost, Shadowed Grasp, or Tears of the Void. The activation creates a multi-sensory and extra-sensory experience for both the user (the avatar wearing the pendant) and observers (nearby sentient beings), shaped by the world’s magical ebb and flow. Below is a detailed breakdown of these perceptions through the five senses, additional extra-sensory perceptions, and the associated positives and negatives for both perspectives.
User’s Perspective (Avatar Wearing the Pendant):
- Sight: The user sees the obsidian teardrop pendant’s runes flare to life, their faint spirals glowing with a dim, violet light that pulses rhythmically, like a heartbeat. The glow casts subtle shadows on the user’s skin, creating an eerie interplay of light and darkness. If Wail of the Lost is activated, a faint shimmer ripples outward, barely visible but distorting the air like heat waves. For Shadowed Grasp, a shadowy tendril briefly forms, writhing like smoke before striking. With Tears of the Void, the user perceives a small, illusory pool of dark liquid at their feet, reflecting a distorted, anguished memory in shades of violet and black.
- Sound: A low, resonant hum emanates from the pendant as it activates, audible only to the user, like the distant tolling of a mournful bell. When Wail of the Lost is triggered, the user hears their own voice transform into a haunting wail, layered with echoes of past sorrows, reverberating inside their skull. Shadowed Grasp produces a faint, whispering hiss as the tendril forms, while Tears of the Void brings a soft, dripping sound as the illusory pool manifests, accompanied by faint whispers of the memory it reflects.
- Touch: The pendant, already unnaturally cold, grows even icier against the user’s chest, as if siphoning their warmth, leaving a tingling numbness where it rests. During activation, a subtle vibration courses through the pendant, felt as a rhythmic pulse against the skin. When Shadowed Grasp is used, the user feels a brief, chilling recoil, like a cold wind brushing their fingers. The emotional drain from Wail of the Lost or Tears of the Void manifests physically as a heavy weight on the user’s shoulders, as if gravity itself has increased.
- Smell: A faint, acrid scent, reminiscent of burnt ozone mixed with the metallic tang of blood, wafts from the pendant during activation, detectable only to the user. It’s subtle but sharp, lingering in the nostrils for a moment before fading, a sensory reminder of the dark magic at work.
- Taste: The user experiences a bitter, metallic taste on their tongue, as if they’ve bitten into cold iron, which intensifies during the emotional drain of Wail of the Lost or Tears of the Void. This taste lingers for a minute after activation, adding to the sense of unease.
- Extra-Sensory Perceptions:
- Mind’s Eye: Through the Mind’s Eye, a common ability in Saṃsāra, the user perceives a surge of dark magic flowing through the pendant, visualized as a stream of violet energy spiraling outward. This energy feels heavy, laden with anguish, and the user senses the pendant drawing on their own emotional pain to fuel the magic, amplifying their awareness of their own sorrow.
- Telepathic Echo: If the user has telepathic abilities, they feel a faint, psychic feedback loop as the pendant amplifies their anguish, broadcasting fragments of their emotional state to nearby telepathic beings. This can manifest as a shared sensation of loss or guilt, though the user retains control over what is projected.
- Positives:
- The sensory and extra-sensory feedback reinforces the user’s connection to dark magic, enhancing their roleplay immersion as an avatar channeling anguish. The visual and auditory cues (glowing runes, haunting wail) make the activation feel powerful, boosting the user’s confidence in wielding the pendant’s magic.
- The Mind’s Eye perception allows the user to better understand and control the flow of dark magic, potentially improving their skill in future activations.
- Negatives:
- The physical sensations (coldness, heaviness) and emotional drain can be overwhelming, leaving the user feeling vulnerable or drained, which may hinder their focus in high-stakes situations. The bitter taste and acrid smell are unpleasant, potentially distracting the user during roleplay.
- The telepathic echo risks exposing the user’s emotional state to hostile telepaths, who might exploit their anguish or guilt, creating a narrative vulnerability.
Observer’s Perspective (Nearby Sentient Beings):
- Sight: Observers see the pendant’s runes ignite with a dim, violet glow, the light casting an unsettling sheen on the obsidian teardrop. The glow pulses faintly, drawing the eye with its hypnotic rhythm. For Wail of the Lost, a shimmering distortion ripples outward, visible as a faint wave in the air. Shadowed Grasp reveals a writhing tendril of shadow, briefly visible before it strikes, while Tears of the Void remains unseen to observers unless they are the chosen target, in which case they see the illusory pool and its reflected memory.
- Sound: The activation produces a low hum, barely audible to observers unless they are within 5 feet, but Wail of the Lost unleashes a mournful cry that resonates within a 15-foot radius, sounding like a chorus of distant, grieving voices. Shadowed Grasp creates a soft, hissing sound as the tendril moves, and Tears of the Void is silent to observers, though the chosen target might hear faint whispers from the memory.
- Touch: Observers feel a subtle chill in the air as the pendant activates, especially if they are within 10 feet, as if the temperature has dropped slightly. Those affected by Wail of the Lost or Shadowed Grasp experience a fleeting sensation of heaviness or unease, like a weight pressing on their chest, though this fades quickly.
- Smell: Observers within 5 feet might catch a faint whiff of something acrid, like burnt ozone, but it’s so subtle that many dismiss it as a trick of the senses, especially in environments with strong ambient smells (e.g., a jungle or port city).
- Taste: Observers do not experience any taste-related perceptions unless they are the target of Shadowed Grasp, in which case they might feel a fleeting bitterness in their mouth, a side effect of the anguish inflicted by the tendril.
- Extra-Sensory Perceptions:
- Mind’s Eye: Observers with the Mind’s Eye perceive a ripple of dark magic emanating from the pendant, visualized as a faint, violet mist that carries an emotional weight of sorrow. This mist feels oppressive, subtly urging the observer to recall their own painful memories.
- Telepathic Resonance: Telepathic observers within 15 feet sense a wave of anguish emanating from the user, as if the pendant is broadcasting the user’s emotional state. This can manifest as a shared feeling of loss or despair, though it’s not strong enough to dominate their thoughts unless they fail a mental resistance check.
- Positives:
- The visual and auditory effects (glowing runes, mournful wail) create a dramatic, magical spectacle, enhancing the observer’s immersion in Saṃsāra’s high magic setting. This can make the user appear formidable or mysterious, strengthening their narrative presence in roleplay.
- The Mind’s Eye perception allows observers to appreciate the pendant’s power, potentially leading to alliances or trade opportunities if they seek similar dark magic items.
- Negatives:
- The emotional weight of the pendant’s magic, especially through Wail of the Lost or Shadowed Grasp, can unsettle observers, making them wary or hostile toward the user. The telepathic resonance might reveal the user’s emotional vulnerabilities, which a cunning observer could exploit in social or political interactions.
- The subtle chill and unease felt by observers can create discomfort, potentially disrupting their focus or causing them to distance themselves from the user, hindering cooperative roleplay.
The activation of the Dark 742 of Anguish is a deeply sensory and emotional experience, reflecting its role as a dark magic item in Saṃsāra. For the user, it offers a powerful tool to channel anguish, but at the cost of physical and emotional strain. For observers, it creates a striking impression of magical prowess, though its unsettling nature may strain relationships or provoke conflict, adding layers of complexity to roleplay interactions.
Crafting Recipe: Obsidian Tear of Sorrow
The Obsidian Tear of Sorrow is a dark magic pendant inspired by the Dark 742 of Anguish, designed for tier 1 avatars in the high magic world of Saṃsāra. This recipe recreates a similar necklace, imbuing it with the essence of anguish through materials and magical processes. Crafting such an item requires a blend of physical craftsmanship and magical attunement, reflecting the world’s Middle-Ages-to-Renaissance aesthetic and its reliance on magic over advanced technology.
Materials Needed:
- Obsidian Shard (1 piece, roughly 2 inches long): A small, naturally occurring piece of obsidian, prized for its dark, reflective quality and ability to hold magical energies. Found in volcanic regions or traded in port city markets.
- Blackened Silver (1 ounce): Silver that has been alchemically treated with shadow essence to darken its hue and enhance its conductivity for dark magic. Available from alchemists in megacities or floating cities.
- Violet Crystal Dust (1 pinch): Ground from a violet crystal, such as amethyst, known for its resonance with emotional energies like sorrow. Sourced from crystal caves or purchased in underwater bazaars.
- Essence of Anguish (1 vial): A distilled magical liquid extracted from the tears of a sentient being experiencing deep sorrow, collected ethically through ritual mourning ceremonies. Often traded in occult markets.
- Elemental Water (1 small vial): Pure water infused with elemental magic, used as a base for magical infusions. Commonly available in Saṃsāra, often harvested from sacred springs.
- Elemental Fire Ember (1 small piece): A smoldering ember imbued with elemental fire magic, used to heat and activate magical processes. Gathered from fire-aligned regions or crafted by elemental mages.
Tools Required:
- Smithing Hammer (small): A lightweight hammer used for shaping the obsidian and silver, powered by hand or a small steam-driven mechanism. Widely available in crafting workshops.
- Engraving Chisel (fine-tipped): A delicate tool for etching runes into the obsidian, requiring precision to avoid cracking the material. Found in artisan stalls or crafted by skilled smiths.
- Steam-Powered Crucible: A small, portable crucible heated by a combination of elemental water and fire, used to melt and mix magical components. Common in Saṃsāra’s industrial workshops.
- Magical Conduit Rod: A rod enchanted to channel dark magic, used to infuse the pendant with anguish. Typically made of bone or darkened wood, available from occult trinket shops.
- Polishing Cloth (enchanted): A cloth imbued with minor magic to polish the obsidian without dulling its magical properties, often sold by traveling merchants.
Skill Requirements:
- Blacksmithing (Basic): The crafter must have rudimentary knowledge of shaping metals and stones, sufficient to work with obsidian and silver without damaging them. This skill is common among apprentices in port city forges.
- Runecarving (Basic): The ability to etch simple magical runes into hard surfaces, requiring a steady hand and an understanding of magical symbols. Taught by mentors in occult circles or learned through trial and error.
- Dark Magic Attunement (Basic): A fundamental understanding of dark magic, necessary to infuse the pendant with anguish. Most avatars in Saṃsāra possess this skill, given the world’s high magic nature.
- Emotional Resonance (Basic): The crafter must be able to channel and manipulate emotional energies, specifically sorrow, to bind the essence of anguish to the pendant. This skill is often developed through personal experience or ritual training.
Crafting Steps:
- Prepare the Obsidian Shard: Using the smithing hammer, carefully shape the obsidian shard into a teardrop form, approximately 1 inch long and 0.5 inches wide at its widest point. Work slowly to avoid cracking the stone, aiming for a smooth, reflective surface that will hold the runes. The obsidian’s natural darkness will serve as the pendant’s core, resonating with dark magic.
- Forge the Blackened Silver Chain: Place the blackened silver into the steam-powered crucible, using the elemental water and fire ember to heat it until molten. Pour the molten silver into a thin mold to create a chain, then hammer it into links while it cools, forming a delicate chain approximately 20 inches long. The blackened silver’s dark hue will complement the obsidian and enhance its magical conductivity.
- Etch the Runes: With the engraving chisel, carve faint, spiraling runes into the surface of the obsidian teardrop. The runes should be simple, forming a pattern that evokes sorrow—spirals that loop inward, symbolizing the inescapable nature of anguish. The crafter must focus on their own sorrowful memories during this step, using their emotional resonance skill to imbue the runes with intent.
- Infuse the Runes with Violet Crystal Dust: Sprinkle the pinch of violet crystal dust over the etched runes, then use the polishing cloth to gently rub the dust into the grooves. The dust will settle into the runes, giving them a subtle violet sheen that will glow when dark magic is channeled through the pendant.
- Bind the Essence of Anguish: Hold the obsidian teardrop in one hand and the vial of essence of anguish in the other. Using the magical conduit rod, channel a small amount of dark magic into the essence, visualizing a memory of deep sorrow as you do so. Pour the essence over the obsidian, allowing it to seep into the runes. The pendant will grow unnaturally cold to the touch, a sign that the anguish has been successfully bound.
- Attach the Pendant to the Chain: Thread the blackened silver chain through a small loop at the top of the obsidian teardrop, securing it with a tiny clasp forged from the remaining silver. Ensure the chain is balanced, so the pendant hangs evenly when worn around the neck.
- Final Activation: Hold the completed pendant in both hands and channel a small amount of dark magic through it, using the magical conduit rod to focus the energy. The runes should pulse with a dim, violet glow, indicating that the pendant is active and ready to channel anguish. If the glow does not appear, repeat the infusion of the essence of anguish, ensuring a stronger emotional connection during the process.
The Obsidian Tear of Sorrow is now complete, a small, obsidian teardrop pendant on a blackened silver chain, its runes faintly glowing with the power of dark magic. It occupies the necklace slot and can be used by tier 1 avatars to channel anguish, much like the original Dark 742 of Anguish, though its specific magical effects may vary based on the crafter’s skill and intent.
Weeping Shard of Olden Woe
In days long faded, when the sky of Saṃsāra wept violet tears and the oceans whispered secrets to the winds, there was a tale sung in broken tongues, passed from elder to child, from sailor to scribe, in the shadow of the Weeping Spires. The words, they say, were once carved on stone older than the gods’ memory, in a script no eye can now read, a tongue lost to the mists of nine thousand years. The story, poorly carried through the ages, tells of the shard named Dark 742 of Anguish, though in the old telling it bore a name more jagged—Shyrr’kthul Vhaer, which some say meant “Tear of Endless Sorrow,” while others whisper it meant “Curse of the Hollow Heart.” The meaning shifts with each teller, as the ancient words were never truly known, only guessed through dreams and half-remembered chants.
There was a maker, a shaper of stones, called Myrthka in the high towers of the Spires, though her name might once have been Myrth’kha’la, meaning “She Who Weeps Alone.” She dwelt in a time when the souls of the multiverse first fell upon Saṃsāra, nine thousand summers past, when the lands were raw and the magic bubbled like a storm unchecked. Myrthka was not born of this world, but came from a place of glass and fire, a realm where the skies burned green and the rivers sang of betrayal. She died there, they say, her heart torn by a lover’s deceit, and awoke in Saṃsāra, her spirit heavy with anguish that would not fade. In the Weeping Spires, where the stone itself seemed to mourn, she found a shard of obsidian, black as her grief, and swore to bind her pain within it, so that she might be free of its weight.
Myrthka sought the tears of the earth, the black stone that drank light, and shaped it with hands that trembled from sorrow. She carved runes upon it, spirals that turned inward, like the thoughts that plagued her, though the old tellings call these marks “whispers of the void” or perhaps “chains of the lost.” The words are unclear, for the scribes who copied the tale knew not the signs, and so they guessed, their quills faltering. She took silver from the mines beneath the Spires, darkened it with the ash of her burned hopes—some say with the breath of a shadow beast—and forged a chain to hold the shard. The pendant, small as a tear, hung cold against her chest, its runes glowing violet when her grief surged, as if the stone itself wept with her.
But Myrthka’s sorrow was too vast, too deep, to be contained in one shard alone. The pendant drank her pain, yes, but it gave it voice, a wail that echoed through the Spires, a cry that made the stones themselves shudder. The old words say the wail was “a song of the broken” or perhaps “a scream of the endless night,” but the meaning is lost, the translation fractured. Those who heard it, the scattered souls of the Spires, felt their own hearts ache, their own losses rise like tides. Myrthka, seeing this, wept anew, for she had not meant to spread her grief, only to be rid of it. Yet the pendant, now alive with dark magic, would not release her. It clung to her, cold as death, siphoning her warmth, whispering to her in dreams of the lover who had betrayed her, of the green skies she would never see again.
Word of the shard spread, carried by traders on ships of steam and sail, to the 73 island countries, to the floating cities where zeppelins danced, to the underwater realms where coral glowed. They called it Shyrr’kthul Vhaer, though some tongues twisted the name to “Shard of Woe” or “Weeping Stone,” for the ancient language was a riddle none could solve. A warrior, whose name is written as Tarkhul but might have been Tar’khul’eth, meaning “He Who Hunts Shadows,” sought the pendant, for he too bore a heart heavy with loss. His kin had been taken by monsters of the deep jungles, and he wished to wield his anguish as a weapon, to drive back the beasts that roamed Saṃsāra’s wilds.
Tarkhul journeyed to the Weeping Spires, his griffon soaring through storms of magic, the air thick with the scent of elemental fire. He found Myrthka in a tower of black stone, her eyes hollow, her hands clutching the pendant as if it were both curse and comfort. Tarkhul spoke to her in a tongue half-understood, for he came from a world of iron and snow, and his words were not hers. The old tellings say he asked for the shard “to bear his pain” or perhaps “to break his enemies,” but the scribes disagreed, their translations muddled by time. Myrthka, moved by his tale—or perhaps by the shared sorrow she felt through the pendant—gave him the shard, warning him that it would “drink of him as it drank of her,” though some texts say she said it would “sing of his tears forever.”
Tarkhul wore the pendant, its chain of blackened silver cold against his neck, and felt its power. When he faced the monsters of the jungles, he called upon the shard, and it wailed, a sound that drove the beasts back, their minds clouded with despair. The old words describe the wail as “a storm of grief” or perhaps “a blade of sorrow,” the meaning lost in the cracks of language. But the pendant took its toll, as Myrthka had warned. Tarkhul dreamed of his lost kin each night, their faces twisted in agony, and the shard grew colder, its violet glow brighter, as if feeding on his pain. He became a figure of fear, his presence bringing sadness to all who drew near, for the shard’s magic touched all, friend and foe alike.
Years passed, and Tarkhul’s name became legend, though the tales grew warped, the ancient script misread by those who came after. Some said he became a monster himself, his heart hollowed by the shard, wandering the jungles alone. Others claimed he cast the pendant into the ocean, where it sank to the Coral Dominion, its wail still heard by those who swam too deep. The old tellings disagree, one saying he “gave the shard to the gods” while another insists he “buried it in the earth’s heart,” the words too faded to know the truth. But the pendant, now called the Dark 742 of Anguish in later ages, lived on, traded in black markets, worn by those who sought to wield sorrow, its origins a mystery wrapped in a language none could read.
Moral of the Story: Sorrow, when bound to power, may guard thee from foes, but it shall also bind thee to its endless weight, for even the smallest tear can drown the heart that holds it.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Obsidian Lament
Description: A teardrop-shaped obsidian pendant on a blackened silver chain, etched with spiraling runes that pulse with a faint violet glow when activated. In the grim investigations of Call of Cthulhu, this artifact from Saṃsāra channels anguish to unsettle others, but its dark magic erodes the wearer’s sanity over time.
Slot: Worn (necklace)
Rarity: Common (for Saṃsāra’s tier 1)
Stat Block:
- Durability: 15 (fragile; breaks if subjected to significant physical damage)
- Weight: 0.1 lbs
- Magic Potency: +5% to emotional manipulation effects (reflected in rolls)
Game Mechanics:
- Passive Effect (Aura of Grief): The pendant radiates a subtle melancholic aura within 10 feet, making NPCs more forthcoming about their sorrows (+10% to Charm rolls during emotional conversations). However, the wearer must make a daily Sanity roll (SAN 55) or lose 1d3 SAN as the pendant’s sorrow seeps into their psyche.
- Active Effect (Cry of Despair): Once per hour, the wearer can activate the pendant to emit a haunting wail in a 15-foot radius. Targets must make a Sanity roll (SAN 65); failure results in 1d6 SAN loss and a penalty die on their next roll due to overwhelming despair. The wearer must also roll SAN (SAN 50), losing 1d3 SAN on failure due to the emotional toll.
- Active Effect (Tendril of Woe): Once every 30 minutes, the wearer can summon a shadowy tendril to strike a target within 20 feet. The target must make a POW roll (POW 55); failure causes them to hesitate (penalty die on their next action). The wearer loses 1 SAN from the guilt of wielding such magic.
- Drawback: After each active use, the wearer must roll Luck (50%); failure means the pendant’s emotional weight causes a minor phobia (e.g., fear of darkness) for 1d6 hours, reflecting the psychological strain.
Notes: The Obsidian Lament fits Call of Cthulhu’s focus on sanity and horror, with SAN costs and phobias emphasizing the risks of dark magic. Its fragility and emotional effects align with the investigative tone, making it a risky but flavorful tool for players.
Blades in the Dark (v1.2)
Mourner’s Teardrop
Description: A teardrop obsidian pendant on a blackened silver chain, its runes glowing violet with anguish-fueled magic. In the shadowy underworld of Saṃsāra’s megacities, this item aids crews in sowing despair, but its use risks stress and draws unwanted supernatural attention.
Type: Arcane Implement (Fine)
Load: 1
Tier: I (Common for Saṃsāra’s tier 1)
Stat Block:
- Quality: Fine (+1 effect to emotional manipulation rolls)
- Durability: Fragile (breaks on a critical failure during use)
- Weight: Negligible (1 load)
Game Mechanics:
- Passive Effect (Aura of Grief): When worn, the pendant grants +1 effect to Sway or Consort rolls when the user manipulates others through sorrow (e.g., intimidation via tragic tales). The user takes 1 stress at the end of each downtime phase as the pendant’s melancholy lingers.
- Active Effect (Cry of Despair): As a setup action (1 stress), the user can emit a mournful wail (15-foot radius). Roll Attune (Tier I, Risky/Standard). Success: Targets suffer -1 effect on their next action due to despair (e.g., hesitation in a fight). Failure: The user takes 2 stress as the wail backfires emotionally. Cooldown: 1 score.
- Active Effect (Tendril of Woe): As an action (1 stress), the user summons a shadowy tendril to strike a target within 20 feet. Roll Attune (Tier I, Risky/Limited). Success: The target hesitates (narrative effect, e.g., delays their response). Failure: The user takes 1 stress from guilt. Cooldown: 1 tick on a 4-clock per use.
- Drawback: Each activation increases the crew’s heat by 1, as the pendant’s dark magic attracts the notice of magical entities or enforcers in Saṃsāra’s cities, complicating future scores.
Notes: The Mourner’s Teardrop integrates with Blades in the Dark’s stress and heat mechanics, emphasizing the risk-reward dynamic of a heist game. Its effects enhance social manipulation, fitting Saṃsāra’s intrigue-heavy setting, while the heat increase reflects the world’s interconnected magical consequences.
Dungeons & Dragons (5th Edition)
Necklace of Sorrow’s Pulse
Description: A teardrop-shaped obsidian necklace on a blackened silver chain, its spiraling runes glowing violet with dark magic. In D&D 5e, this common item suits low-level adventurers in Saṃsāra, offering emotional manipulation in combat and roleplay, but its dark magic carries a cost.
Type: Wondrous Item, Common
Slot: Necklace (requires attunement)
Stat Block:
- AC: 10 (fragile)
- HP: 4 (breaks if reduced to 0 HP)
- Weight: 0.1 lbs
Game Mechanics:
- Passive Effect (Aura of Grief): While attuned, you gain advantage on Charisma (Intimidation) checks when invoking sorrow or despair (e.g., threatening with tales of loss). However, you have disadvantage on Wisdom (Insight) checks to discern others’ emotions, as the necklace clouds your perception with its melancholy.
- Active Effect (Cry of Despair): Once per long rest, as an action, you can emit a mournful wail in a 15-foot radius. Creatures in the area must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of their next turn, overcome by despair. You must also succeed on a DC 10 Wisdom saving throw or gain 1 level of exhaustion from the emotional strain.
- Active Effect (Tendril of Woe): Once per long rest, as an action, you can summon a shadowy tendril to strike a creature within 20 feet. The target must succeed on a DC 13 Wisdom saving throw or have disadvantage on their next attack roll due to anguish. You take 1d4 psychic damage from the guilt of using this ability.
- Drawback: After using either active effect, you have disadvantage on Charisma (Persuasion) checks for 1 hour, as the necklace’s sorrow makes you appear cold and distant to others.
Notes: The Necklace of Sorrow’s Pulse is balanced for D&D 5e’s early levels, with limited uses and saving throws to prevent overuse. The exhaustion and psychic damage reflect the emotional toll, while the passive effect encourages roleplay, fitting Saṃsāra’s high magic narrative focus.
Knave (2nd Edition)
Sable Drop of Misery
Description: A small obsidian teardrop pendant on a blackened silver chain, its runes glowing violet with anguish-driven magic. In Knave’s minimalist system, this item offers subtle emotional effects for survival, but its fragility and emotional cost make it a risky tool in Saṃsāra.
Type: Magic Item (Consumable Slots: 1)
Slot: Necklace
Stat Block:
- Defense: 10 (fragile)
- HP: 2 (breaks if reduced to 0 HP)
- Weight: 1 slot
Game Mechanics:
- Passive Effect (Aura of Grief): The wearer gains +1 to Charisma rolls when manipulating others through sorrow (e.g., convincing someone with a tragic story). However, the wearer takes a -1 penalty to Wisdom rolls to resist emotional effects (e.g., fear, despair), as the pendant amplifies their vulnerability.
- Active Effect (Cry of Despair): Once per rest, the wearer can emit a mournful wail (15-foot radius). Targets must make a Wisdom save (DC 11) or suffer a -1 penalty to their next roll due to despair. The wearer must also make a Wisdom save (DC 10) or take a -1 penalty to their next roll due to emotional drain.
- Active Effect (Tendril of Woe): Once per rest, the wearer can summon a shadowy tendril to strike a target within 20 feet. The target must make a Wisdom save (DC 11) or lose their next reaction (narrative effect, e.g., hesitation). The wearer takes 1 point of Charisma damage (temporary, recovers after a rest) from guilt.
- Drawback: Each use of an active effect risks breaking the pendant. Roll a d6 after activation; on a 1, the pendant shatters, its obsidian unable to withstand the magical strain.
Notes: The Sable Drop of Misery aligns with Knave’s simple mechanics, using flat bonuses and penalties for its effects. The risk of breaking and the Charisma damage emphasize the item’s fragility and emotional cost, fitting Knave’s survivalist tone while reflecting Saṃsāra’s high magic setting.
Fate Core System (4th Edition)
Teardrop of Wailing Shadows
Description: A small, teardrop-shaped obsidian pendant on a blackened silver chain, its spiraling runes glowing violet with dark magic. In the narrative-driven Fate system, this item from Saṃsāra enhances emotional roleplay and creates dramatic effects, but its use comes with emotional consequences for the wielder.
Type: Stunt (Extra)
Slot: Necklace
Stat Block:
- Durability: Fragile (can be broken with a successful Overcome action targeting its physical structure, difficulty +2)
- Weight: Negligible (no encumbrance)
Game Mechanics:
- Aspect: Sorrowful Resonance (attached to the item, can be invoked or compelled). This aspect reflects the pendant’s ability to channel anguish, enhancing emotional interactions but also making the wearer more vulnerable to despair.
- Passive Stunt (Aura of Grief): Once per scene, you can invoke the Sorrowful Resonance aspect for free when using Rapport or Provoke to evoke sadness or despair in others (e.g., convincing someone by sharing a tragic tale). However, the GM can compel Sorrowful Resonance once per session to give you a -2 penalty on a Will roll to resist fear or despair, reflecting the pendant’s emotional weight.
- Active Stunt (Cry of Despair): Once per session, you can spend a fate point to create an advantage with Will in a 15-foot radius (zone), placing the aspect Overwhelmed by Despair on the scene. Affected enemies must succeed on an Overcome roll (difficulty +3) using Will to remove the aspect, or they suffer a -2 penalty on their next action. You take 1 mental stress from the emotional drain of this action.
- Active Stunt (Tendril of Woe): Once per scene, you can spend a fate point to attack with Provoke against a target within 20 feet (one zone away). On a success, the target gains the aspect Hesitant (invoke to impose a -2 penalty on their next action). You take 1 mental stress from the guilt of using this dark magic.
- Drawback: If you take mental stress from either active stunt and your mental stress track is full, you must take a mild consequence related to emotional strain (e.g., Haunted by Guilt), reflecting the pendant’s toll on your psyche.
Notes: The Teardrop of Wailing Shadows fits Fate’s narrative focus by using aspects and stunts to enhance roleplay and create dramatic effects. The mental stress and compels reflect the emotional cost of dark magic, aligning with Saṃsāra’s high magic setting while keeping the item balanced for Fate’s flexible mechanics.
Numenera & Cypher System (Revised Edition)
Obsidian Sigil of Sorrow
Description: A teardrop-shaped obsidian pendant on a blackened silver chain, its violet-glowing runes channeling anguish. In the strange, tech-magic world of Numenera (using the Cypher System), this artifact from Saṃsāra evokes despair, but its use risks emotional depletion for the user.
Type: Artifact
Slot: Necklace
Level: 2 (equivalent to a common tier 1 item in Saṃsāra)
Stat Block:
- Depletion: 1 in 1d10 (checked after each use of an active effect)
- Durability: Fragile (breaks if subjected to significant damage, equivalent to a level 4 task to destroy)
- Weight: Negligible
Game Mechanics:
- Passive Effect (Aura of Grief): The wearer gains an asset on persuasion tasks (difficulty reduced by 1 step) when evoking sorrow or despair in others, such as sharing a tragic story to gain sympathy. However, the wearer suffers a hindrance (difficulty increased by 1 step) on tasks to resist emotional effects like fear or despair, as the pendant amplifies their vulnerability.
- Active Effect (Cry of Despair): As an action, the wearer can emit a mournful wail in a short range (15 feet). Targets must succeed on a difficulty 3 Intellect defense roll or be dazed (hindrance on all actions for one round). The wearer must succeed on a difficulty 2 Intellect defense roll or suffer 1 point of Intellect damage from emotional drain. Depletion roll required.
- Active Effect (Tendril of Woe): As an action, the wearer can summon a shadowy tendril to strike a target within short range (20 feet). The target must succeed on a difficulty 3 Intellect defense roll or lose their next action due to anguish (narrative hesitation). The wearer takes 1 point of Intellect damage from guilt. Depletion roll required.
- Drawback: If the artifact depletes, it shatters, and the wearer must succeed on a difficulty 3 Intellect defense roll or take 3 points of Intellect damage as the pendant’s anguish overwhelms them.
Notes: The Obsidian Sigil of Sorrow fits the Cypher System’s focus on artifacts with limited uses and risks, using depletion and Intellect damage to reflect the emotional cost of dark magic. Its effects are balanced for a low-level artifact, aligning with Saṃsāra’s high magic tone while fitting Numenera’s blend of strange magic and technology.
Pathfinder (2nd Edition)
Amulet of the Weeping Void
Description: A teardrop-shaped obsidian amulet on a blackened silver chain, its spiraling runes glowing violet with dark magic. In Pathfinder 2e, this item suits low-level characters in Saṃsāra, offering emotional manipulation in combat and roleplay, but its use carries emotional risks.
Type: Worn Magical Item
Level: 1 (Common for Saṃsāra’s tier 1)
Slot: Neck
Stat Block:
- Bulk: L (negligible)
- Hardness: 2, HP: 4, BT: 2 (fragile, breaks if reduced to 0 HP)
Game Mechanics:
- Passive Effect (Aura of Grief): You gain a +1 item bonus to Diplomacy checks when attempting to evoke sadness or despair in others (e.g., sharing a tragic tale to gain sympathy). However, you take a -1 penalty to Will saves against effects that cause the frightened or drained conditions, as the amulet deepens your emotional vulnerability.
- Active Effect (Cry of Despair) [two-actions]: Frequency: once per day. You emit a mournful wail in a 15-foot emanation. Creatures in the area must attempt a DC 15 Will save. Success: Unaffected. Failure: The creature is frightened 1. Critical Failure: The creature is frightened 2. You must also attempt a DC 13 Will save; failure causes you to become fatigued from the emotional strain.
- Active Effect (Tendril of Woe) [two-actions]: Frequency: once per day. You summon a shadowy tendril to strike a creature within 20 feet. The target must attempt a DC 15 Will save. Success: Unaffected. Failure: The creature takes a -1 status penalty to its next attack roll due to anguish. You take 1d4 mental damage from the guilt of using this ability.
- Drawback: After using either active effect, you take a -1 status penalty to Diplomacy checks for 1 hour, as the amulet’s sorrow makes you appear distant and melancholic to others.
Notes: The Amulet of the Weeping Void is balanced for Pathfinder 2e’s low-level play, with limited daily uses and Will saves to prevent overuse. The fatigued condition and mental damage reflect the emotional toll, while the passive effect encourages roleplay, fitting Saṃsāra’s high magic narrative focus.
Savage Worlds (Adventure Edition, SWADE)
Obsidian Tear of Lament
Description: A teardrop-shaped obsidian pendant on a blackened silver chain, its violet-glowing runes channeling anguish. In the fast-paced, pulpy Savage Worlds system, this item from Saṃsāra offers emotional manipulation in combat and roleplay, but its use risks the wearer’s spirit.
Type: Arcane Device
Slot: Necklace
Stat Block:
- Weight: 0.1 lbs
- Durability: Toughness 4 (fragile, breaks if damaged beyond Toughness)
Game Mechanics:
- Passive Effect (Aura of Grief): The wearer gains +1 to Persuasion rolls when attempting to evoke sorrow or despair in others (e.g., intimidating with a tragic story). However, the wearer takes a -1 penalty to Spirit rolls to resist Fear or emotional effects, as the pendant amplifies their vulnerability.
- Active Effect (Cry of Despair): Once per encounter, as an action, the wearer can emit a mournful wail in a Small Burst Template (15-foot radius). Targets must make a Spirit roll (TN 5); failure causes them to become Shaken due to despair. The wearer must also make a Spirit roll (TN 4) or become Fatigued from the emotional drain.
- Active Effect (Tendril of Woe): Once per encounter, as an action, the wearer can summon a shadowy tendril to strike a target within 4” (20 feet). The target must make a Spirit roll (TN 5); failure causes them to lose their next On Hold or reaction action due to anguish. The wearer takes 1 Wound (soakable with a Vigor roll) from the guilt of using this ability, ignoring armor.
- Drawback: Each use of an active effect risks breaking the pendant. Roll a d6 after activation; on a 1, the pendant shatters, its obsidian unable to withstand the magical strain.
Notes: The Obsidian Tear of Lament fits Savage Worlds’ fast-paced mechanics, using Shaken and Fatigued conditions to reflect the emotional cost of dark magic. The risk of breaking and the Wound from guilt emphasize the item’s fragility and toll, aligning with Saṃsāra’s high magic setting while fitting SWADE’s pulpy tone.
Shadowrun (6th Edition)
Obsidian Shard of Grief
Description: A teardrop-shaped obsidian pendant on a blackened silver chain, its spiraling runes glowing violet with arcane energy. In the cyberpunk world of Shadowrun, this artifact from Saṃsāra is a low-grade foci, channeling anguish to manipulate emotions, but its use risks drain and astral attention.
Type: Enchantment Foci (Force 1)
Slot: Necklace
Availability: 6R (Restricted, due to its magical nature)
Cost: 2,000 nuyen (reflecting its rarity in Shadowrun’s world)
Stat Block:
- Durability: Structure 2 (fragile, breaks if damaged beyond its rating)
- Weight: 0.1 kg
Game Mechanics:
- Passive Effect (Aura of Grief): The foci grants +1 die to Con tests when attempting to evoke sorrow or despair in others (e.g., manipulating someone with a tragic story). However, the user suffers -1 die on Willpower tests to resist Fear effects, as the foci amplifies emotional vulnerability.
- Active Effect (Cry of Despair): As a Complex Action, the user can emit a mournful wail in a 5-meter radius (Force 1 spell effect). Targets must resist with Willpower + Intuition (Threshold 2); failure causes them to lose 1 Edge due to despair (narrative hesitation). The user must resist Drain with Willpower + Charisma (Drain Value 2), taking Stun damage on failure. Cooldown: 1 combat turn.
- Active Effect (Tendril of Woe): As a Complex Action, the user can summon a shadowy tendril to strike a target within 6 meters. The target must resist with Willpower + Intuition (Threshold 2); failure causes them to lose their next Minor Action due to anguish. The user must resist Drain (Drain Value 1), taking Stun damage on failure. Cooldown: 1 combat turn.
- Drawback: Each use of an active effect increases the user’s Public Awareness by 1, as the foci’s magic leaves an astral signature that may attract unwanted attention from magical entities or corp security in Shadowrun’s world.
Notes: The Obsidian Shard of Grief fits Shadowrun’s blend of magic and tech by treating the pendant as a foci, with Drain and Public Awareness reflecting the risks of using magic in a surveilled world. Its effects are balanced for a low-Force item, aligning with Saṃsāra’s high magic origin while fitting Shadowrun’s gritty tone.
Starfinder (1st Edition)
Amulet of Sorrowful Echoes
Description: A teardrop-shaped obsidian amulet on a blackened silver chain, its violet-glowing runes radiating arcane sorrow. In the spacefaring setting of Starfinder, this artifact from Saṃsāra is a low-level magical item, evoking despair in combat and roleplay, but its use risks the wielder’s stamina.
Type: Wondrous Item
Level: 1
Slot: Neck
Price: 150 credits (reflecting its rarity in a sci-fi setting)
Stat Block:
- Bulk: L (negligible)
- Durability: Hardness 2, HP 4 (fragile, breaks if reduced to 0 HP)
Game Mechanics:
- Passive Effect (Aura of Grief): The wearer gains a +1 insight bonus to Bluff checks when attempting to evoke sadness or despair in others (e.g., manipulating someone with a tragic tale). However, the wearer takes a -1 penalty to Will saves against effects that cause the shaken or frightened conditions, as the amulet deepens emotional vulnerability.
- Active Effect (Cry of Despair): Once per day, as a standard action, the wearer can emit a mournful wail in a 15-foot radius. Targets must succeed on a DC 12 Will save or become shaken for 1 round. The wearer must succeed on a DC 10 Fortitude save or take 1d4 Stamina Point damage from the emotional strain.
- Active Effect (Tendril of Woe): Once per day, as a standard action, the wearer can summon a shadowy tendril to strike a target within 20 feet. The target must succeed on a DC 12 Will save or take a -2 penalty to their next attack roll due to anguish. The wearer takes 1d4 Stamina Point damage from the guilt of using this ability.
- Drawback: After using either active effect, the wearer takes a -1 penalty to Diplomacy checks for 1 hour, as the amulet’s sorrow makes them appear cold and distant to others.
Notes: The Amulet of Sorrowful Echoes is balanced for Starfinder’s low-level play, with limited uses and Stamina damage reflecting the emotional toll of dark magic. The passive effect encourages roleplay, fitting Saṃsāra’s high magic narrative, while the sci-fi setting frames it as a rare artifact from a magical world.
Traveller (2nd Edition by Mongoose Publishing)
Pendant of the Weeping Star
Description: A teardrop-shaped obsidian pendant on a blackened silver chain, its runes glowing violet with arcane sorrow. In the sci-fi universe of Traveller, this artifact from Saṃsāra is a rare magical relic, offering emotional manipulation in social and combat situations, but its use risks the wielder’s psyche.
Type: Arcane Relic
Tech Level: 0 (purely magical, incompatible with Traveller’s tech)
Cost: 5,000 credits (extremely rare in a sci-fi setting)
Stat Block:
- Durability: 4 HP (fragile, breaks if reduced to 0 HP)
- Weight: 0.1 kg
Game Mechanics:
- Passive Effect (Aura of Grief): The wearer gains a +1 DM to Carouse or Persuade checks when attempting to evoke sorrow or despair in others (e.g., gaining sympathy with a tragic story). However, the wearer suffers a -1 DM to any Psi or EDU checks to resist fear or emotional effects, as the pendant amplifies their vulnerability.
- Active Effect (Cry of Despair): Once per encounter, the wearer can emit a mournful wail in a 5-meter radius. Targets must succeed on a Difficult (10+) END check (using WIL as a modifier); failure causes them to suffer a -1 DM to their next action due to despair. The wearer must succeed on a Routine (6+) WIL check or suffer 1d3 Fatigue from the emotional strain.
- Active Effect (Tendril of Woe): Once per encounter, the wearer can summon a shadowy tendril to strike a target within 6 meters. The target must succeed on a Difficult (10+) END check (using WIL as a modifier); failure causes them to lose their next minor action due to anguish. The wearer takes 1d3 Fatigue from the guilt of using this ability.
- Drawback: Each use of an active effect risks breaking the pendant. Roll 2d6 after activation; on a 2, the pendant shatters, its obsidian unable to withstand the magical strain. Additionally, frequent use may attract the attention of psionic or arcane entities, at the GM’s discretion.
Notes: The Pendant of the Weeping Star fits Traveller’s sci-fi framework by treating the item as a rare magical relic, with Fatigue reflecting the emotional cost of dark magic. Its effects are balanced for Traveller’s skill-based system, aligning with Saṃsāra’s high magic origin while fitting the game’s focus on exploration and social interaction.
Warhammer Fantasy Roleplay (4th Edition)
Tear of the Sable Woe
Description: A teardrop-shaped obsidian pendant on a blackened silver chain, its violet-glowing runes radiating dark magic. In the grim and perilous world of Warhammer Fantasy Roleplay, this item from Saṃsāra channels anguish to debilitate foes, but its use risks corruption and emotional strain.
Type: Magical Talisman
Slot: Neck
Stat Block:
- Encumbrance: 0 (negligible)
- Durability: Resilience 2, Wounds 3 (fragile, breaks if reduced to 0 Wounds)
Game Mechanics:
- Passive Effect (Aura of Grief): The wearer gains +10 to Charm tests when attempting to evoke sorrow or despair in others (e.g., manipulating someone with a tragic tale). However, the wearer suffers -10 to Fellowship tests to inspire hope or joy, as the pendant’s melancholy taints their demeanor.
- Active Effect (Cry of Despair): Once per day, the wearer can emit a mournful wail in a 5-yard radius. Targets must succeed on a Challenging (+0) Cool test or gain 1 Broken condition due to despair. The wearer must succeed on an Average (+20) Cool test or gain 1 Fatigued condition from the emotional strain. Additionally, the wearer gains 1 Corruption point from using dark magic.
- Active Effect (Tendril of Woe): Once per day, the wearer can summon a shadowy tendril to strike a target within 6 yards. The target must succeed on a Challenging (+0) Cool test or suffer -10 to their next action due to anguish. The wearer takes 1 Corruption point and must succeed on an Average (+20) Cool test or gain 1 Fatigued condition from guilt.
- Drawback: Each use of an active effect risks the pendant’s destruction. Roll a d10 after activation; on a 1, the pendant shatters, its obsidian unable to withstand the magical strain. Additionally, accumulating Corruption points may lead to mutations or other dark consequences, at the GM’s discretion.
Notes: The Tear of the Sable Woe fits Warhammer Fantasy Roleplay’s grim tone, with Corruption and Fatigued conditions reflecting the dangers of dark magic. Its effects are balanced for a low-level magical item, aligning with Saṃsāra’s high magic setting while fitting WFRP’s focus on perilous magic and emotional stakes.
